/* * CrossFire, A Multiplayer game for X-windows * * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team * Copyright (C) 2001 Mark Wedel & Crossfire Development Team * Copyright (C) 1992 Frank Tore Johansen * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * * The authors can be reached via e-mail at */ #include #include #include #include #include #include extern char *spell_mapping[]; /* This returns a random spell from 'ob'. If skill is set, then * the spell must be of this skill, it can be NULL in which case all * matching spells are used. */ object * find_random_spell_in_ob (object *ob, const char *skill) { int k = 0, s; object *tmp; for (tmp = ob->inv; tmp; tmp = tmp->below) if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; /* No spells, no need to progess further */ if (!k) return NULL; s = RANDOM () % k; for (tmp = ob->inv; tmp; tmp = tmp->below) if (tmp->type == SPELL && (!skill || tmp->skill == skill)) { if (!s) return tmp; else s--; } /* Should never get here, but just in case */ return NULL; } /* Relatively simple function that gets used a lot. * Basically, it sets up the skill pointer for the spell being * cast. If op is really casting the spell, then the skill * is whatever skill the spell requires. * if instead caster (rod, horn, wand, etc) is casting the skill, * then they get exp for the skill that you need to use for * that object (use magic device). */ void set_spell_skill (object *op, object *caster, object *spob, object *dest) { if (caster == op && spob->skill) dest->skill = spob->skill; else dest->skill = caster->skill; } /* init_spells: This should really be called check_spells, as that * is what it does. It goes through the spells looking for any * obvious errors. This was most useful in debugging when re-doing * all the spells to catch simple errors. To use it all the time * will result in it spitting out messages that aren't really errors. */ void init_spells (void) { #ifdef SPELL_DEBUG static int init_spells_done = 0; int i; archetype *at; if (init_spells_done) return; LOG (llevDebug, "Checking spells...\n"); for (at = first_archetype; at; at = at->next) { if (at->clone.type == SPELL) { if (at->clone.skill) { for (i = 1; i < NUM_SKILLS; i++) if (!strcmp (skill_names[i], at->clone.skill)) break; if (i == NUM_SKILLS) { LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); } } /* other_arch is already checked for in the loader */ } } i = 0; while (spell_mapping[i]) { if (!archetype::find (spell_mapping[i])) { LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); } i++; } LOG (llevDebug, "Checking spells completed.\n"); #endif } /* Dumps all the spells - now also dumps skill associated with the spell. * not sure what this would be used for, as the data seems pretty * minimal, but easy enough to keep around. */ void dump_spells (void) { archetype *at; for (at = first_archetype; at; at = at->next) { if (at->clone.type == SPELL) { fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "", &at->clone.skill, at->clone.level); } } } /* pretty basic function - basically just takes * an object, sets the x,y, and calls insert_ob_in_map */ void spell_effect (object *spob, int x, int y, maptile *map, object *originator) { if (spob->other_arch) map->insert (arch_to_object (spob->other_arch), x, y, originator); } /* * This function takes a caster and spell and presents the * effective level the caster needs to be to cast the spell. * basically, it just adjusts the spell->level with attuned/repelled * spellpaths. Was called path_level_mod. * * caster is person casting the spell. * spell is the spell object. * Returns modified level. */ int min_casting_level (object *caster, object *spell) { int new_level; if (caster->path_denied & spell->path_attuned) return 1; new_level = spell->level + (caster->path_repelled & spell->path_attuned ? +2 : 0) + (caster->path_attuned & spell->path_attuned ? -2 : 0); return max (1, new_level); } /* This function returns the effective level the spell * is being cast at. * Note that I changed the repelled/attuned bonus to 2 from 5. * This is because the new code compares casting_level against * min_caster_level, so the difference is effectively 4 */ int caster_level (object *caster, object *spell) { int level = caster->level; /* If this is a player, try to find the matching skill */ if (caster->type == PLAYER && spell->skill) for (int i = 0; i < NUM_SKILLS; i++) if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) { level = caster->contr->last_skill_ob[i]->level; break; } /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ if (caster->type == ROD && caster->env && caster->env->type == PLAYER) { object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); int sk_level = skill ? skill->level : 1; level = MIN (level, sk_level + level / 10 + 1); } /* Got valid caster level. Now adjust for attunement */ level += caster->path_repelled & spell->path_attuned ? -2 : 0; level += caster->path_attuned & spell->path_attuned ? +2 : 0; /* Always make this at least 1. If this is zero, we get divide by zero * errors in various places. */ return max (level, 1); } /* The following function scales the spellpoint cost of * a spell by it's increased effectiveness. Some of the * lower level spells become incredibly vicious at high * levels. Very cheap mass destruction. This function is * intended to keep the sp cost related to the effectiveness. * op is the player/monster * caster is what is casting the spell, can be op. * spell is the spell object. * Note that it is now possible for a spell to cost both grace and * mana. In that case, we return which ever value is higher. */ sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags) { int sp, grace, level = caster_level (caster, spell); if (settings.spellpoint_level_depend == TRUE) { if (spell->stats.sp && spell->stats.maxsp) { sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); } else sp = spell->stats.sp; sp *= (int) PATH_SP_MULT (caster, spell); if (!sp && spell->stats.sp) sp = 1; if (spell->stats.grace && spell->stats.maxgrace) { grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); } else grace = spell->stats.grace; grace *= (int) PATH_SP_MULT (caster, spell); if (spell->stats.grace && !grace) grace = 1; } else { sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); if (spell->stats.sp && !sp) sp = 1; grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); if (spell->stats.grace && !grace) grace = 1; } if (flags == SPELL_HIGHEST) return MAX (sp, grace); else if (flags == SPELL_GRACE) return grace; else if (flags == SPELL_MANA) return sp; else { LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); return 0; } } /* SP_level_dam_adjust: Returns adjusted damage based on the caster. * spob is the spell we are adjusting. */ int SP_level_dam_adjust (object *caster, object *spob) { int level = caster_level (caster, spob); int adj = level - min_casting_level (caster, spob); if (adj < 0) adj = 0; if (spob->dam_modifier) adj /= spob->dam_modifier; else adj = 0; return adj; } /* Adjust the strength of the spell based on level. * This is basically the same as SP_level_dam_adjust above, * but instead looks at the level_modifier value. */ int SP_level_duration_adjust (object *caster, object *spob) { int level = caster_level (caster, spob); int adj = level - min_casting_level (caster, spob); if (adj < 0) adj = 0; if (spob->duration_modifier) adj /= spob->duration_modifier; else adj = 0; return adj; } /* Adjust the strength of the spell based on level. * This is basically the same as SP_level_dam_adjust above, * but instead looks at the level_modifier value. */ int SP_level_range_adjust (object *caster, object *spob) { int level = caster_level (caster, spob); int adj = level - min_casting_level (caster, spob); if (adj < 0) adj = 0; if (spob->range_modifier) adj /= spob->range_modifier; else adj = 0; return adj; } /* Checks to see if player knows the spell. If the name is the same * as an existing spell, we presume they know it. * returns 1 if they know the spell, 0 if they don't. */ object * check_spell_known (object *op, const char *name) { object *spop; for (spop = op->inv; spop; spop = spop->below) if (spop->type == SPELL && !strcmp (spop->name, name)) return spop; return NULL; } /* * Look at object 'op' and see if they know the spell * spname. This is pretty close to check_spell_known * above, but it uses a looser matching mechanism. * returns the matching spell object, or NULL. * If we match multiple spells but don't get an * exact match, we also return NULL. */ object * lookup_spell_by_name (object *op, const char *spname) { object *spob1 = NULL, *spob2 = NULL, *spob; int nummatch = 0; if (spname == NULL) return NULL; /* Try to find the spell. We store the results in spob1 * and spob2 - spob1 is only taking the length of * the past spname, spob2 uses the length of the spell name. */ for (spob = op->inv; spob; spob = spob->below) { if (spob->type == SPELL) { if (!strncmp (spob->name, spname, strlen (spname))) { nummatch++; spob1 = spob; } else if (!strncmp (spob->name, spname, strlen (spob->name))) { /* if spells have ambiguous names, it makes matching * really difficult. (eg, fire and fireball would * fall into this category). It shouldn't be hard to * make sure spell names don't overlap in that fashion. */ if (spob2) LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); spob2 = spob; } } } /* if we have best match, return it. Otherwise, if we have one match * on the loser match, return that, otehrwise null */ if (spob2) return spob2; if (spob1 && nummatch == 1) return spob1; return NULL; } /* reflwall - decides weither the (spell-)object sp_op will * be reflected from the given mapsquare. Returns 1 if true. * (Note that for living creatures there is a small chance that * reflect_spell fails.) * Caller should be sure it passes us valid map coordinates * eg, updated for tiled maps. */ int reflwall (maptile *m, int x, int y, object *sp_op) { object *op; if (OUT_OF_REAL_MAP (m, x, y)) return 0; for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || (rndm (0, 99)) < 90 - (sp_op->level / 10))) return 1; return 0; } /* cast_create_object: creates object new_op in direction dir * or if that is blocked, beneath the player (op). * we pass 'caster', but don't use it for anything. * This is really just a simple wrapper function . * returns the direction that the object was actually placed * in. */ int cast_create_obj (object *op, object *caster, object *new_op, int dir) { maptile *m; sint16 sx, sy; if (dir && ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) { new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); dir = 0; } op->map->insert (new_op, op->x + freearr_x[dir], op->y + freearr_y[dir], op, dir ? 0 : INS_BELOW_ORIGINATOR); return dir; } /* Returns true if it is ok to put spell *op on the space/may provided. * immune_stop is basically the attacktype of the spell (why * passed as a different value, not sure of). If immune_stop * has the AT_MAGIC bit set, and there is a counterwall * on the space, the object doesn't get placed. if immune stop * does not have AT_MAGIC, then counterwalls do not effect the spell. * */ int ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) { if (!xy_normalise (m, x, y)) return 0; mapspace &ms = m->at (x, y); if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) return 0; for (object *tmp = ms.bot; tmp; tmp = tmp->above) { /* If there is a counterspell on the space, and this * object is using magic, don't progress. I believe we could * leave this out and let in progress, and other areas of the code * will then remove it, but that would seem to to use more * resources, and may not work as well if a player is standing * on top of a counterwall spell (may hit the player before being * removed.) On the other hand, it may be more dramatic for the * spell to actually hit the counterwall and be sucked up. */ if ((tmp->attacktype & AT_COUNTERSPELL) && (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) return 0; /* This is to prevent 'out of control' spells. Basically, this * limits one spell effect per space per spell. This is definately * needed for performance reasons, and just for playability I believe. * there are no such things as multispaced spells right now, so * we don't need to worry about the head. */ if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) return 0; /* * Combine similar spell effects into one spell effect. Needed for * performance reasons with meteor swarm and the like, but also for * playability reasons. */ if (tmp->arch == op->arch && tmp->type == op->type && tmp->subtype == op->subtype && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) { tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); tmp->range = MAX (tmp->range, op->range); tmp->duration = MAX (tmp->duration, op->duration); return 0; } /* Perhaps we should also put checks in for no magic and unholy * ground to prevent it from moving along? */ } /* If it passes the above tests, it must be OK */ return 1; } /* fire_arch_from_position: fires an archetype. * op: person firing the object. * caster: object casting the spell. * x, y: where to fire the spell (note, it then uses op->map for the map * for these coordinates, which is probably a really bad idea. * dir: direction to fire in. * spell: spell that is being fired. It uses other_arch for the archetype * to fire. * returns 0 on failure, 1 on success. */ int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) { object *tmp; int mflags; maptile *m; if (spell->other_arch == NULL) return 0; m = op->map; mflags = get_map_flags (m, &m, x, y, &x, &y); if (mflags & P_OUT_OF_MAP) { return 0; } tmp = arch_to_object (spell->other_arch); if (tmp == NULL) return 0; if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) { new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); tmp->destroy (); return 0; } tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); /* code in time.c uses food for some things, duration for others */ tmp->stats.food = tmp->duration; tmp->range = spell->range + SP_level_range_adjust (caster, spell); tmp->attacktype = spell->attacktype; tmp->x = x; tmp->y = y; tmp->direction = dir; if (op->owner != NULL) tmp->set_owner (op); else tmp->set_owner (op); tmp->level = caster_level (caster, spell); set_spell_skill (op, caster, spell, tmp); /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { if (!tailor_god_spell (tmp, op)) return 0; } if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) SET_ANIMATION (tmp, dir); if ((tmp = insert_ob_in_map (tmp, m, op, 0))) move_spell_effect (tmp); return 1; } /***************************************************************************** * * Code related to rods - perhaps better located in another file? * ****************************************************************************/ void regenerate_rod (object *rod) { if (rod->stats.hp < rod->stats.maxhp) { rod->stats.hp += 1 + rod->stats.maxhp / 10; if (rod->stats.hp > rod->stats.maxhp) rod->stats.hp = rod->stats.maxhp; } } void drain_rod_charge (object *rod) { rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); } /* this function is commonly used to find a friendly target for * spells such as heal or protection or armour * op is what is looking for the target (which can be a player), * dir is the direction we are looking in. Return object found, or * NULL if no good object. */ object * find_target_for_friendly_spell (object *op, int dir) { object *tmp; /* I don't really get this block - if op isn't a player or rune, * we then make the owner of this object the target. * The owner could very well be no where near op. */ if (op->type != PLAYER && op->type != RUNE) { tmp = op->owner; /* If the owner does not exist, or is not a monster, than apply the spell * to the caster. */ if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) tmp = op; } else { maptile *m = op->map; sint16 x = op->x + freearr_x[dir]; sint16 y = op->y + freearr_y[dir]; tmp = xy_normalise (m, x, y) ? m->at (x, y).player () : 0; } /* didn't find a player there, look in current square for a player */ if (!tmp) tmp = op->ms ().player (); return tmp; } /* raytrace: * spell_find_dir(map, x, y, exclude) will search first the center square * then some close squares in the given map at the given coordinates for * live objects. * It will not consider the object given as exclude (= caster) among possible * live objects. If the caster is a player, the spell will go after * monsters/generators only. If not, the spell will hunt players only. * It returns the direction toward the first/closest live object if it finds * any, otherwise -1. * note that exclude can be NULL, in which case all bets are off. */ int spell_find_dir (maptile *m, int x, int y, object *exclude) { int i, max = SIZEOFFREE; sint16 nx, ny; int owner_type = 0, mflags; object *tmp; maptile *mp; if (exclude && exclude->head) exclude = exclude->head; if (exclude && exclude->type) owner_type = exclude->type; for (i = rndm (1, 8); i < max; i++) { nx = x + freearr_x[i]; ny = y + freearr_y[i]; mp = m; mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; tmp = GET_MAP_OB (mp, nx, ny); while (tmp != NULL && (((owner_type == PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) tmp = tmp->above; if (tmp != NULL && can_see_monsterP (m, x, y, i)) return freedir[i]; } return -1; /* flag for "keep going the way you were" */ } /* put_a_monster: puts a monster named monstername near by * op. This creates the treasures for the monsters, and * also deals with multipart monsters properly. */ void put_a_monster (object *op, const char *monstername) { object *tmp, *head = NULL, *prev = NULL; archetype *at; int dir; /* Handle cases where we are passed a bogus mosntername */ if ((at = archetype::find (monstername)) == NULL) return; /* find a free square nearby * first we check the closest square for free squares */ dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); if (dir != -1) { /* This is basically grabbed for generate monster. Fixed 971225 to * insert multipart monsters properly */ while (at != NULL) { tmp = arch_to_object (at); tmp->x = op->x + freearr_x[dir] + at->clone.x; tmp->y = op->y + freearr_y[dir] + at->clone.y; tmp->map = op->map; if (head) { tmp->head = head; prev->more = tmp; } if (!head) head = tmp; prev = tmp; at = at->more; } if (head->randomitems) create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); insert_ob_in_map (head, op->map, op, 0); /* thought it'd be cool to insert a burnout, too. */ op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); } } /* peterm: function which summons hostile monsters and * places them in nearby squares. * op is the summoner. * n is the number of monsters. * monstername is the name of the monster. * returns the number of monsters, which is basically n. * it should really see how many it successfully replaced and * return that instead. * Note that this is not used by any spells (summon evil monsters * use to call this, but best I can tell, that spell/ability was * never used. This is however used by various failures on the * players part (alchemy, reincarnation, etc) */ int summon_hostile_monsters (object *op, int n, const char *monstername) { int i; for (i = 0; i < n; i++) put_a_monster (op, monstername); return n; } /* Some local definitions for shuffle-attack */ struct attacktype_shuffle { int attacktype; int face; } ATTACKS[22] = { { AT_PHYSICAL, 0}, { AT_PHYSICAL, 0}, /*face = explosion */ { AT_PHYSICAL, 0}, { AT_MAGIC, 1}, { AT_MAGIC, 1}, /* face = last-burnout */ { AT_MAGIC, 1}, { AT_FIRE, 2}, { AT_FIRE, 2}, /* face = fire.... */ { AT_FIRE, 2}, { AT_ELECTRICITY, 3}, { AT_ELECTRICITY, 3}, /* ball_lightning */ { AT_ELECTRICITY, 3}, { AT_COLD, 4}, { AT_COLD, 4}, /* face=icestorm */ { AT_COLD, 4}, { AT_CONFUSION, 5}, { AT_POISON, 7}, { AT_POISON, 7}, /* face = acid sphere. generator */ { AT_POISON, 7}, /* poisoncloud face */ { AT_SLOW, 8}, { AT_PARALYZE, 9}, { AT_FEAR, 10}}; /* shuffle_attack: peterm * This routine shuffles the attack of op to one of the * ones in the list. It does this at random. It also * chooses a face appropriate to the attack that is * being committed by that square at the moment. * right now it's being used by color spray and create pool of * chaos. * This could really be a better implementation - the * faces and attacktypes above are hardcoded, which is never * good. The faces refer to faces in the animation sequence. * Not sure how to do better - but not having it hardcoded * would be nice. * I also fixed a bug here in that attacktype was |= - * to me, that would be that it would quickly get all * attacktypes, which probably wasn't the intent. MSW 2003-06-03 */ void shuffle_attack (object *op, int change_face) { int i; i = rndm (0, 21); op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; if (change_face) { SET_ANIMATION (op, ATTACKS[i].face); } } /* prayer_failure: This is called when a player fails * at casting a prayer. * op is the player. * failure is basically how much grace they had. * power is how much grace the spell would normally take to cast. */ void prayer_failure (object *op, int failure, int power) { const char *godname; object *tmp; if (!strcmp ((godname = determine_god (op)), "none")) godname = "Your spirit"; if (failure <= -20 && failure > -40) /* wonder */ { new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); tmp = get_archetype (SPELL_WONDER); cast_cone (op, op, 0, tmp); tmp->destroy (); } else if (failure <= -40 && failure > -60) /* confusion */ { new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); confuse_player (op, op, 99); } else if (failure <= -60 && failure > -150) /* paralysis */ { new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); paralyze_player (op, op, 99); } else if (failure <= -150) /* blast the immediate area */ { tmp = get_archetype (GOD_POWER); new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); cast_magic_storm (op, tmp, power); } } /* * spell_failure() handles the various effects for differing degrees * of failure badness. * op is the player that failed. * failure is a random value of how badly you failed. * power is how many spellpoints you'd normally need for the spell. * skill is the skill you'd need to cast the spell. */ void spell_failure (object *op, int failure, int power, object *skill) { object *tmp; if (settings.spell_failure_effects == FALSE) return; if (failure <= -20 && failure > -40) /* wonder */ { new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); tmp = get_archetype (SPELL_WONDER); cast_cone (op, op, 0, tmp); tmp->destroy (); } else if (failure <= -40 && failure > -60) /* confusion */ { new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); confuse_player (op, op, 99); } else if (failure <= -60 && failure > -80) /* paralysis */ { new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); paralyze_player (op, op, 99); } else if (failure <= -80) /* blast the immediate area */ { object *tmp; /* Safety check to make sure we don't get any mana storms in scorn */ if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); hit_player (op, 9998, op, AT_INTERNAL, 1); } else { new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); tmp = get_archetype (LOOSE_MANA); tmp->level = skill->level; /* increase the area of destruction a little for more powerful spells */ tmp->range += isqrt (power); if (power > 25) tmp->stats.dam = 25 + isqrt (power); else tmp->stats.dam = power; /* nasty recoils! */ tmp->stats.maxhp = tmp->count; tmp->insert_at (op); } } } int cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) { int success; player *pl; object *spell; if (!spell_ob->other_arch) { LOG (llevError, "cast_party_spell: empty other arch\n"); return 0; } spell = arch_to_object (spell_ob->other_arch); /* Always cast spell on caster */ success = cast_spell (op, caster, dir, spell, stringarg); if (caster->contr->party == NULL) { spell->remove (); return success; } for_all_players (pl) if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) { cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); } spell->remove (); return success; } /* This is where the main dispatch when someone casts a spell. * * op is the creature that is owner of the object that is casting the spell - * eg, the player or monster. * caster is the actual object (wand, potion) casting the spell. can be * same as op. * dir is the direction to cast in. Note in some cases, if the spell * is self only, dir really doesn't make a difference. * spell_ob is the spell object that is being cast. From that, * we can determine what to do. * stringarg is any options that are being used. It can be NULL. Almost * certainly, only players will set it. It is basically used as optional * parameters to a spell (eg, item to create, information for marking runes, * etc. * returns 1 on successful cast, or 0 on error. These values should really * be swapped, so that 0 is successful, and non zero is failure, with a code * of what it failed. * * Note that this function is really a dispatch routine that calls other * functions - it just blindly returns what ever value those functions * return. So if your writing a new function that is called from this, * it shoudl also return 1 on success, 0 on failure. * * if it is a player casting the spell (op->type == PLAYER, op == caster), * this function will decrease the mana/grace appropriately. For other * objects, the caller should do what it considers appropriate. */ int cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) { const char *godname; int success = 0, mflags, cast_level = 0, old_shoottype; object *skill = NULL; old_shoottype = op->contr ? op->contr->shoottype : 0; if (!spell_ob) { LOG (llevError, "cast_spell: null spell object passed\n"); return 0; } if (!strcmp ((godname = determine_god (op)), "none")) godname = "A random spirit"; /* the caller should set caster to op if appropriate */ if (!caster) { LOG (llevError, "cast_spell: null caster object passed\n"); return 0; } /* if caster is a spell casting object, this normally shouldn't be * an issue, because they don't have any spellpaths set up. */ if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) { new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); return 0; } /* if it is a player casting the spell, and they are really casting it * (vs it coming from a wand, scroll, or whatever else), do some * checks. We let monsters do special things - eg, they * don't need the skill, bypass level checks, etc. The monster function * should take care of that. * Remove the wiz check here and move it further down - some spells * need to have the right skill pointer passed, so we need to * at least process that code. */ if (op->type == PLAYER && op == caster) { cast_level = caster_level (caster, spell_ob); if (spell_ob->skill) { skill = find_skill_by_name (op, spell_ob->skill); if (!skill) { new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); return 0; } if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) { new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); return 0; } } /* If the caster is the wiz, they don't ever fail, and don't have * to have sufficient grace/mana. */ if (!QUERY_FLAG (op, FLAG_WIZ)) { if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) { new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); return 0; } if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) { if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) { new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); } else { prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); return 0; } } /* player/monster is trying to cast the spell. might fumble it */ if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) { play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); if (settings.casting_time == TRUE) op->casting_time = -1; op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); return 0; } else if (spell_ob->stats.sp) { int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; if (failure < 0) { new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); if (settings.spell_failure_effects == TRUE) spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); op->contr->shoottype = (rangetype) old_shoottype; op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); return 0; } } } } mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); /* See if we can cast a spell here. If the caster and op are * not alive, then this would mean that the mapmaker put the * objects on the space - presume that they know what they are * doing. */ if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! { new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); return 0; } if ((spell_ob->type == SPELL) && (caster->type != POTION) && !QUERY_FLAG (op, FLAG_WIZCAST) && (QUERY_FLAG (caster, FLAG_ALIVE) || QUERY_FLAG (op, FLAG_ALIVE)) && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) { if (op->type != PLAYER) return 0; if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); else switch (op->contr->shoottype) { case range_magic: new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); break; case range_misc: new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); break; case range_golem: new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); break; default: break; } return 0; } if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { if (op->casting_time == -1) { /* begin the casting */ op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); op->spell = spell_ob; /* put the stringarg into the object struct so that when the * spell is actually cast, it knows about the stringarg. * necessary for the invoke command spells. */ if (stringarg) { op->spellarg = strdup (stringarg); } else op->spellarg = NULL; return 0; } else if (op->casting_time != 0) { if (op->type == PLAYER) new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); return 0; } else { /* casting_time == 0 */ op->casting_time = -1; spell_ob = op->spell; stringarg = op->spellarg; } } else { /* Take into account how long it takes to cast the spell. * if the player is casting it, then we use the time in * the spell object. If it is a spell object, have it * take two ticks. Things that cast spells on the players * behalf (eg, altars, and whatever else) shouldn't cost * the player any time. * Ignore casting time for firewalls */ if (caster == op && caster->type != FIREWALL) { op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); /* Other portions of the code may also decrement the speed of the player, so * put a lower limit so that the player isn't stuck here too long */ if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); } else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) { op->speed_left -= 2 * FABS (op->speed); } } if (op->type == PLAYER && op == caster) { op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); } /* We want to try to find the skill to properly credit exp. * for spell casting objects, the exp goes to the skill the casting * object requires. */ if (op != caster && !skill && caster->skill) { skill = find_skill_by_name (op, caster->skill); if (!skill) { new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); return 0; } change_skill (op, skill, 0); /* needed for proper exp credit */ } switch (spell_ob->subtype) { /* The order of case statements is same as the order they show up * in in spells.h. */ case SP_RAISE_DEAD: success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); break; case SP_RUNE: success = write_rune (op, caster, spell_ob, dir, stringarg); break; case SP_MAKE_MARK: success = write_mark (op, spell_ob, stringarg); break; case SP_BOLT: success = fire_bolt (op, caster, dir, spell_ob, skill); break; case SP_BULLET: success = fire_bullet (op, caster, dir, spell_ob); break; case SP_CONE: success = cast_cone (op, caster, dir, spell_ob); break; case SP_BOMB: success = create_bomb (op, caster, dir, spell_ob); break; case SP_WONDER: success = cast_wonder (op, caster, dir, spell_ob); break; case SP_SMITE: success = cast_smite_spell (op, caster, dir, spell_ob); break; case SP_MAGIC_MISSILE: success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); break; case SP_SUMMON_GOLEM: success = summon_golem (op, caster, dir, spell_ob); old_shoottype = range_golem; break; case SP_DIMENSION_DOOR: /* dimension door needs the actual caster, because that is what is * moved. */ success = dimension_door (op, caster, spell_ob, dir); break; case SP_MAGIC_MAPPING: if (op->type == PLAYER) { spell_effect (spell_ob, op->x, op->y, op->map, op); draw_magic_map (op); success = 1; } else success = 0; break; case SP_MAGIC_WALL: success = magic_wall (op, caster, dir, spell_ob); break; case SP_DESTRUCTION: success = cast_destruction (op, caster, spell_ob); break; case SP_PERCEIVE_SELF: success = perceive_self (op); break; case SP_WORD_OF_RECALL: success = cast_word_of_recall (op, caster, spell_ob); break; case SP_INVISIBLE: success = cast_invisible (op, caster, spell_ob); break; case SP_PROBE: success = probe (op, caster, spell_ob, dir); break; case SP_HEALING: success = cast_heal (op, caster, spell_ob, dir); break; case SP_CREATE_FOOD: success = cast_create_food (op, caster, spell_ob, dir, stringarg); break; case SP_EARTH_TO_DUST: success = cast_earth_to_dust (op, caster, spell_ob); break; case SP_CHANGE_ABILITY: success = cast_change_ability (op, caster, spell_ob, dir, 0); break; case SP_BLESS: success = cast_bless (op, caster, spell_ob, dir); break; case SP_CURSE: success = cast_curse (op, caster, spell_ob, dir); break; case SP_SUMMON_MONSTER: success = summon_object (op, caster, spell_ob, dir, stringarg); break; case SP_CHARGING: success = recharge (op, caster, spell_ob); break; case SP_POLYMORPH: #ifdef NO_POLYMORPH /* Not great, but at least provide feedback so if players do have * polymorph (ie, find it as a preset item or left over from before * it was disabled), they get some feedback. */ new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); success = 0; #else success = cast_polymorph (op, caster, spell_ob, dir); #endif break; case SP_ALCHEMY: success = alchemy (op, caster, spell_ob); break; case SP_REMOVE_CURSE: success = remove_curse (op, caster, spell_ob); break; case SP_IDENTIFY: success = cast_identify (op, caster, spell_ob); break; case SP_DETECTION: success = cast_detection (op, caster, spell_ob, skill); break; case SP_MOOD_CHANGE: success = mood_change (op, caster, spell_ob); break; case SP_MOVING_BALL: if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); success = 0; } else success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); break; case SP_SWARM: success = fire_swarm (op, caster, spell_ob, dir); break; case SP_CHANGE_MANA: success = cast_transfer (op, caster, spell_ob, dir); break; case SP_DISPEL_RUNE: /* in rune.c */ success = dispel_rune (op, caster, spell_ob, skill, dir); break; case SP_CREATE_MISSILE: success = cast_create_missile (op, caster, spell_ob, dir, stringarg); break; case SP_CONSECRATE: success = cast_consecrate (op, caster, spell_ob); break; case SP_ANIMATE_WEAPON: success = animate_weapon (op, caster, spell_ob, dir); old_shoottype = range_golem; break; case SP_LIGHT: success = cast_light (op, caster, spell_ob, dir); break; case SP_CHANGE_MAP_LIGHT: success = cast_change_map_lightlevel (op, caster, spell_ob); break; case SP_FAERY_FIRE: success = cast_destruction (op, caster, spell_ob); break; case SP_CAUSE_DISEASE: success = cast_cause_disease (op, caster, spell_ob, dir); break; case SP_AURA: success = create_aura (op, caster, spell_ob); break; case SP_TOWN_PORTAL: success = cast_create_town_portal (op, caster, spell_ob, dir); break; case SP_PARTY_SPELL: success = cast_party_spell (op, caster, dir, spell_ob, stringarg); break; default: if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); } /* FIXME - we need some better sound suppport */ // yes, for example, augment map info with the spell effect // so clients can calculate the sounds themselves //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); /* free the spell arg */ if (settings.casting_time == TRUE && stringarg) { free (stringarg); stringarg = NULL; } /* perhaps a bit of a hack, but if using a wand, it has to change the skill * to something like use_magic_item, but you really want to be able to fire * it again. */ if (op->contr) op->contr->shoottype = (rangetype) old_shoottype; return success; } /* This is called from time.c/process_object(). That function * calls this for any SPELL_EFFECT type objects. This function * then dispatches them to the appropriate specific routines. */ void move_spell_effect (object *op) { switch (op->subtype) { case SP_BOLT: move_bolt (op); break; case SP_BULLET: move_bullet (op); break; case SP_EXPLOSION: explosion (op); break; case SP_CONE: move_cone (op); break; case SP_BOMB: animate_bomb (op); break; case SP_MAGIC_MISSILE: move_missile (op); break; case SP_WORD_OF_RECALL: execute_word_of_recall (op); break; case SP_MOVING_BALL: move_ball_spell (op); break; case SP_SWARM: move_swarm_spell (op); break; case SP_AURA: move_aura (op); break; } } /* this checks to see if something special should happen if * something runs into the object. */ void check_spell_effect (object *op) { switch (op->subtype) { case SP_BOLT: move_bolt (op); return; case SP_BULLET: check_bullet (op); return; } } /* This is called by move_apply. Basically, if someone * moves onto a spell effect and the walk_on or fly_on flags * are set, this is called. This should only be called for * objects of the appropraite type. */ void apply_spell_effect (object *spell, object *victim) { switch (spell->subtype) { case SP_CONE: if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); break; case SP_MAGIC_MISSILE: if (QUERY_FLAG (victim, FLAG_ALIVE)) { hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); if (!spell->destroyed ()) spell->destroy (); } break; case SP_MOVING_BALL: if (QUERY_FLAG (victim, FLAG_ALIVE)) hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); else if (victim->materialname) save_throw_object (victim, spell->attacktype, spell); break; } }